/// <summary> /// Whether sprite 1 can attack or block sprite 2 because angle allows it /// </summary> /// <param name="sprite1">sprite 1</param> /// <param name="sprite2">sprite 2</param> /// <returns>Whether sprite 1 can attack or block sprite 2 because angle allows it</returns> public static bool IsInAttackOrBlockAngle(AbstractHumanoid sprite1, AbstractHumanoid sprite2) { double angleToSprite = Optics.GetSpriteAngleToSpriteRadian(sprite1, sprite2); double attackAngleRange = sprite1.AttackAngleRange; if (Math.Abs(angleToSprite - sprite1.AngleRadian) < attackAngleRange) { return(true); } else if (Math.Abs(angleToSprite - sprite1.AngleRadian + Math.PI * 2.0) < attackAngleRange) { return(true); } else if (Math.Abs(angleToSprite - sprite1.AngleRadian + Math.PI * 2.0) < attackAngleRange) { return(true); } return(false); }
public void Animate(AbstractHumanoid predator, AbstractMap map, SpritePool spritePool, SharedConsciousness sharedConsciousness, double timeDelta, int fov, Random random, AbstractHumanoid currentPlayer) { AbstractHumanoid prey; if (random.Next(howManyFrameBeforeChoosingPreyAgain) == 0) { prey = TryChoosePrey(predator, spritePool, sharedConsciousness, map, fov, currentPlayer); predator.LatestSelectedPrey = prey; } else { prey = predator.LatestSelectedPrey; } predator.IsNeedToJumpAgain = false; predator.IsBlock = false; byte currentStateJumpCrouch = predator.StateJumpCrouch.GetCurrentState(); //We manage jumping state if (currentStateJumpCrouch == SpriteStates.Jump) { predator.IsCrouch = false; Physics.MakeJump(predator, timeDelta); } //We manage crouch state if (currentStateJumpCrouch == SpriteStates.Crouch) { predator.IsCrouch = true; } //We manage standing state if (currentStateJumpCrouch == SpriteStates.Stand) { predator.IsCrouch = false; predator.IsNeedToJumpAgain = false; } //We manage walking if (prey != null) { if (random.Next(5) == 0 && !predator.SpinAttackCycle.IsFired) { predator.AngleRadian = Optics.GetSpriteAngleToSpriteRadian(predator, prey); } byte currentAttackBlockState = predator.StateAttackBlock.GetCurrentState(); byte currentAttackTypeState = predator.StateAttackType.GetCurrentState(); byte currentMovementState = predator.StateMovement.GetCurrentState(); if (currentAttackBlockState == SpriteStates.SpinCharge) { predator.StateAttackType.Reset(); } if (predator.SpinChargeAttackCycle.IsFired) { currentAttackBlockState = SpriteStates.SpinCharge; } if (currentMovementState == SpriteStates.Offensive) { Physics.TryMakeWalk(predator, spritePool, map, timeDelta); } else if (currentMovementState == SpriteStates.Defensive) { Physics.TryMakeWalk(predator, Math.PI, spritePool, map, timeDelta); } else if (currentMovementState == SpriteStates.FurtiveLeft) { Physics.TryMakeWalk(predator, Math.PI * 1.5, spritePool, map, timeDelta); } else if (currentMovementState == SpriteStates.FurtiveRight) { Physics.TryMakeWalk(predator, Math.PI * 0.5, spritePool, map, timeDelta); } //We manage attacking, and blocking bool isWithinAttackRange = BattlePhysics.IsWithinAttackRange(predator, prey); bool isWithinAttackOrBlockAngle = BattlePhysics.IsInAttackOrBlockAngle(predator, prey); if (currentAttackBlockState == SpriteStates.Block && predator.PositionZ > 0) { currentAttackBlockState = SpriteStates.Attack; } if (isWithinAttackRange || isWithinAttackOrBlockAngle) { if (predator.ReceivedAttackCycle.IsAtBegining) { if (currentAttackBlockState == SpriteStates.Attack) { if (currentAttackTypeState == SpriteStates.FastAttack) { if (random.Next(2) == 1) { if (BattlePhysics.IsWithinAttackRange(predator, prey, 1.5) && isWithinAttackOrBlockAngle) { predator.FastAttackCycle.UnFire(); predator.FastAttackCycle.Fire(); } } } else if (currentAttackTypeState == SpriteStates.StrongAttack) { if (random.Next(2) == 1) { if (BattlePhysics.IsWithinAttackRange(predator, prey, 1.5) && isWithinAttackOrBlockAngle) { predator.StrongAttackCycle.UnFire(); predator.StrongAttackCycle.Fire(); } } } predator.SpinChargeAttackCycle.Reset(); } else if (currentAttackBlockState == SpriteStates.SpinCharge) { if (IsReadyToSpin(predator) && BattlePhysics.IsWithinAttackRange(predator, prey, 1.5)) { if (random.Next(3) == 1) { predator.SpinAttackCycle.Reset(); predator.SpinAttackCycle.Fire(); predator.SpinChargeAttackCycle.Reset(); predator.StateAttackBlock.Reset(); } } else if (!predator.SpinAttackCycle.IsFired) { if (predator.SpinChargeAttackCycle.IsFired) { predator.SpinChargeAttackCycle.Update(timeDelta); } else { predator.SpinChargeAttackCycle.Fire(); } } } else if (currentAttackBlockState == SpriteStates.Block && !predator.SpinAttackCycle.IsFired) { predator.StrongAttackCycle.UnFire(); predator.SpinAttackCycle.UnFire(); predator.SpinChargeAttackCycle.Reset(); predator.FastAttackCycle.UnFire(); predator.IsBlock = true; } else { predator.SpinChargeAttackCycle.Reset(); } } } predator.StateAttackBlock.Update(timeDelta, random); predator.StateAttackType.Update(timeDelta, random); predator.StateMovement.Update(timeDelta, random); } else { if (!predator.SpinAttackCycle.IsFired && !Physics.TryMakeWalk(predator, spritePool, map, timeDelta)) { predator.AngleDegree = (double)random.Next(360); } } predator.StateJumpCrouch.Update(timeDelta, random); }